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Diffstat (limited to 'src/model.c')
| -rw-r--r-- | src/model.c | 290 |
1 files changed, 290 insertions, 0 deletions
diff --git a/src/model.c b/src/model.c new file mode 100644 index 0000000..b256f42 --- /dev/null +++ b/src/model.c @@ -0,0 +1,290 @@ +/* + * Tuxánci 2 - A first person shooter + * Copyright (C) 2007-2011 Tuxánci Development Team + * Copyright (C) 2025-2026 Connor Thomson + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see <https://www.gnu.org/licenses/>. + */ + +#include <math.h> +#include <stdlib.h> +#include <string.h> +#include "model.h" +#include "camera.h" +#include "files.h" + +static bool ta_model_push_vertex(ta_model_mesh *mesh, size_t *capacity, const ta_model_vertex *vertex) { + if (mesh->vertex_count == *capacity) { + size_t next_capacity = *capacity == 0 ? 1024 : *capacity * 2; + ta_model_vertex *vertices = realloc(mesh->vertices, next_capacity * sizeof(*vertices)); + if (!vertices) { + return false; + } + mesh->vertices = vertices; + *capacity = next_capacity; + } + mesh->vertices[mesh->vertex_count++] = *vertex; + return true; +} + +bool ta_model_build(const float positions[][3], size_t position_count, + const unsigned int faces[][3], size_t face_count, + ta_model_mesh *mesh) { + float *normal_accum = NULL; + size_t vertex_capacity = 0; + bool success = false; + + memset(mesh, 0, sizeof(*mesh)); + if (position_count == 0 || face_count == 0) { + return false; + } + + for (size_t index = 0; index < face_count; index++) { + for (int corner = 0; corner < 3; corner++) { + if (faces[index][corner] >= position_count) { + return false; + } + } + } + + normal_accum = calloc(position_count * 3, sizeof(*normal_accum)); + if (!normal_accum) { + goto done; + } + + for (size_t index = 0; index < face_count; index++) { + const float *first = positions[faces[index][0]]; + const float *second = positions[faces[index][1]]; + const float *third = positions[faces[index][2]]; + float edge_a[3] = {second[0] - first[0], second[1] - first[1], second[2] - first[2]}; + float edge_b[3] = {third[0] - first[0], third[1] - first[1], third[2] - first[2]}; + float face_normal[3] = { + edge_a[1] * edge_b[2] - edge_a[2] * edge_b[1], + edge_a[2] * edge_b[0] - edge_a[0] * edge_b[2], + edge_a[0] * edge_b[1] - edge_a[1] * edge_b[0], + }; + for (int corner = 0; corner < 3; corner++) { + size_t position_index = faces[index][corner]; + normal_accum[position_index * 3 + 0] += face_normal[0]; + normal_accum[position_index * 3 + 1] += face_normal[1]; + normal_accum[position_index * 3 + 2] += face_normal[2]; + } + } + + for (size_t index = 0; index < position_count; index++) { + float *normal = &normal_accum[index * 3]; + float length = sqrtf(normal[0] * normal[0] + normal[1] * normal[1] + normal[2] * normal[2]); + if (length > 0.0f) { + normal[0] /= length; + normal[1] /= length; + normal[2] /= length; + } else { + normal[0] = 0.0f; + normal[1] = 0.0f; + normal[2] = 1.0f; + } + } + + for (size_t index = 0; index < face_count; index++) { + for (int corner = 0; corner < 3; corner++) { + size_t position_index = faces[index][corner]; + ta_model_vertex vertex; + memcpy(vertex.position, positions[position_index], sizeof(vertex.position)); + memcpy(vertex.normal, &normal_accum[position_index * 3], sizeof(vertex.normal)); + if (!ta_model_push_vertex(mesh, &vertex_capacity, &vertex)) { + goto done; + } + } + } + + success = mesh->vertex_count > 0; +done: + if (!success) { + ta_model_free(mesh); + } + free(normal_accum); + return success; +} + +void ta_model_free(ta_model_mesh *mesh) { + free(mesh->vertices); + mesh->vertices = NULL; + mesh->vertex_count = 0; +} + +typedef struct ta_model_uniforms { + float mvp[16]; + float model[16]; + float camera_position[3]; + float padding; +} ta_model_uniforms; + +static SDL_GPUShader *ta_model_shader(SDL_GPUDevice *device, const void *code, size_t size, SDL_GPUShaderStage stage) { + SDL_GPUShaderCreateInfo info = { + .code = code, + .code_size = size, + .entrypoint = "main", + .format = SDL_GPU_SHADERFORMAT_SPIRV, + .stage = stage, + .num_uniform_buffers = stage == SDL_GPU_SHADERSTAGE_VERTEX ? 1 : 0, + }; + return ta_sdl_create_gpu_shader(device, &info); +} + +static void ta_model_identity(float *matrix) { + for (int index = 0; index < 16; index++) matrix[index] = index % 5 == 0 ? 1.0f : 0.0f; +} + +static void ta_model_multiply(float *result, const float *left, const float *right) { + float product[16]; + for (int column = 0; column < 4; column++) for (int row = 0; row < 4; row++) { + product[column * 4 + row] = 0.0f; + for (int inner = 0; inner < 4; inner++) product[column * 4 + row] += left[inner * 4 + row] * right[column * 4 + inner]; + } + memcpy(result, product, sizeof(product)); +} + +bool ta_model_init(ta_model *model, SDL_GPUDevice *device, + const float positions[][3], size_t position_count, + const unsigned int faces[][3], size_t face_count, + SDL_GPUTextureFormat color_format, SDL_GPUTextureFormat depth_format, SDL_GPUSampleCount sample_count) { + memset(model, 0, sizeof(*model)); + if (!ta_model_build(positions, position_count, faces, face_count, &model->mesh) || model->mesh.vertex_count == 0) return false; + float minimum[3]; + float maximum[3]; + memcpy(minimum, model->mesh.vertices[0].position, sizeof(minimum)); + memcpy(maximum, minimum, sizeof(maximum)); + for (size_t index = 1; index < model->mesh.vertex_count; index++) for (int axis = 0; axis < 3; axis++) { + if (model->mesh.vertices[index].position[axis] < minimum[axis]) minimum[axis] = model->mesh.vertices[index].position[axis]; + if (model->mesh.vertices[index].position[axis] > maximum[axis]) maximum[axis] = model->mesh.vertices[index].position[axis]; + } + float center[3] = {(minimum[0] + maximum[0]) * 0.5f, (minimum[1] + maximum[1]) * 0.5f, (minimum[2] + maximum[2]) * 0.5f}; + float extent = maximum[0] - minimum[0]; + for (int axis = 1; axis < 3; axis++) if (maximum[axis] - minimum[axis] > extent) extent = maximum[axis] - minimum[axis]; + for (size_t index = 0; index < model->mesh.vertex_count; index++) for (int axis = 0; axis < 3; axis++) model->mesh.vertices[index].position[axis] = (model->mesh.vertices[index].position[axis] - center[axis]) * (2.2f / extent); + + SDL_GPUBufferCreateInfo buffer_info = {.usage = SDL_GPU_BUFFERUSAGE_VERTEX, .size = (Uint32)(model->mesh.vertex_count * sizeof(*model->mesh.vertices))}; + model->vertex_buffer = SDL_CreateGPUBuffer(device, &buffer_info); + if (!model->vertex_buffer) { + ta_model_free(&model->mesh); + return false; + } + model->vertex_count = (Uint32)model->mesh.vertex_count; + SDL_GPUShader *vertex_shader = ta_model_shader(device, file_obj_vert_slang_spv_start, file_obj_vert_slang_spv_size, SDL_GPU_SHADERSTAGE_VERTEX); + SDL_GPUShader *fragment_shader = ta_model_shader(device, file_obj_frag_slang_spv_start, file_obj_frag_slang_spv_size, SDL_GPU_SHADERSTAGE_FRAGMENT); + SDL_GPUVertexBufferDescription vertex_buffer = {.slot = 0, .pitch = sizeof(ta_model_vertex), .input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX}; + SDL_GPUVertexAttribute attributes[2] = { + {.location = 0, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3, .offset = 0}, + {.location = 1, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3, .offset = sizeof(float) * 3}, + }; + SDL_GPUColorTargetDescription color_target = {.format = color_format}; + SDL_GPUGraphicsPipelineCreateInfo pipeline_info = { + .vertex_shader = vertex_shader, + .fragment_shader = fragment_shader, + .vertex_input_state = {.vertex_buffer_descriptions = &vertex_buffer, .num_vertex_buffers = 1, .vertex_attributes = attributes, .num_vertex_attributes = 2}, + .primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, + .rasterizer_state = {.cull_mode = SDL_GPU_CULLMODE_NONE}, + .depth_stencil_state = {.compare_op = SDL_GPU_COMPAREOP_LESS, .enable_depth_test = true, .enable_depth_write = true}, + .multisample_state = {.sample_count = sample_count}, + .target_info = {.num_color_targets = 1, .color_target_descriptions = &color_target, .depth_stencil_format = depth_format, .has_depth_stencil_target = true}, + }; + model->pipeline = ta_sdl_create_gpu_graphics_pipeline(device, &pipeline_info); + SDL_ReleaseGPUShader(device, vertex_shader); + SDL_ReleaseGPUShader(device, fragment_shader); + return model->pipeline != NULL; +} + +void ta_model_upload(ta_model *model, SDL_GPUCommandBuffer *command_buffer, SDL_GPUDevice *device) { + if (model->uploaded || !model->vertex_buffer) return; + Uint32 size = (Uint32)(model->mesh.vertex_count * sizeof(*model->mesh.vertices)); + SDL_GPUTransferBufferCreateInfo transfer_info = {.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = size}; + SDL_GPUTransferBuffer *transfer_buffer = ta_sdl_create_gpu_transfer_buffer(device, &transfer_info); + void *mapped = ta_sdl_map_gpu_transfer_buffer(device, transfer_buffer, false); + memcpy(mapped, model->mesh.vertices, size); + SDL_UnmapGPUTransferBuffer(device, transfer_buffer); + SDL_GPUCopyPass *copy_pass = ta_sdl_begin_gpu_copy_pass(command_buffer); + SDL_GPUTransferBufferLocation source = {.transfer_buffer = transfer_buffer}; + SDL_GPUBufferRegion destination = {.buffer = model->vertex_buffer, .size = size}; + SDL_UploadToGPUBuffer(copy_pass, &source, &destination, false); + SDL_EndGPUCopyPass(copy_pass); + SDL_ReleaseGPUTransferBuffer(device, transfer_buffer); + ta_model_free(&model->mesh); + model->uploaded = true; +} + +void ta_model_render(const ta_model *model, SDL_GPUCommandBuffer *command_buffer, SDL_GPURenderPass *render_pass, int window_width, int window_height) { + if (!model->pipeline || !model->vertex_buffer || !model->uploaded) return; + ta_model_uniforms uniforms; + float view[16]; + float projection[16] = {0}; + float view_model[16]; + float rotation_x[16]; + float rotation_y[16]; + float rotation_z[16]; + float rotation_xy[16]; + float cosine = cosf(model->rotation[0]); + float sine = sinf(model->rotation[0]); + ta_model_identity(rotation_x); + rotation_x[5] = cosine; + rotation_x[6] = sine; + rotation_x[9] = -sine; + rotation_x[10] = cosine; + cosine = cosf(model->rotation[1]); + sine = sinf(model->rotation[1]); + ta_model_identity(rotation_y); + rotation_y[0] = cosine; + rotation_y[2] = -sine; + rotation_y[8] = sine; + rotation_y[10] = cosine; + cosine = cosf(model->rotation[2]); + sine = sinf(model->rotation[2]); + ta_model_identity(rotation_z); + rotation_z[0] = cosine; + rotation_z[1] = sine; + rotation_z[4] = -sine; + rotation_z[5] = cosine; + ta_model_multiply(rotation_xy, rotation_y, rotation_x); + ta_model_multiply(uniforms.model, rotation_z, rotation_xy); + uniforms.model[12] = model->position[0]; + uniforms.model[13] = model->position[1]; + uniforms.model[14] = model->position[2]; + float aspect = (float)window_width / (float)window_height; + float focal_length = 1.0f / tanf(22.5f * 0.01745329252f); + float near_plane = 0.1f; + float far_plane = 100.0f; + ta_camera_get_view_matrix(view); + projection[0] = focal_length / aspect; + projection[5] = focal_length; + projection[10] = far_plane / (near_plane - far_plane); + projection[11] = -1.0f; + projection[14] = near_plane * far_plane / (near_plane - far_plane); + ta_model_multiply(view_model, view, uniforms.model); + ta_model_multiply(uniforms.mvp, projection, view_model); + uniforms.camera_position[0] = ta_camera_current.x; + uniforms.camera_position[1] = ta_camera_current.y; + uniforms.camera_position[2] = ta_camera_current.z; + uniforms.padding = 0.0f; + SDL_PushGPUVertexUniformData(command_buffer, 0, &uniforms, sizeof(uniforms)); + SDL_BindGPUGraphicsPipeline(render_pass, model->pipeline); + SDL_GPUBufferBinding binding = {.buffer = model->vertex_buffer}; + SDL_BindGPUVertexBuffers(render_pass, 0, &binding, 1); + SDL_DrawGPUPrimitives(render_pass, model->vertex_count, 1, 0, 0); +} + +void ta_model_destroy(ta_model *model, SDL_GPUDevice *device) { + SDL_ReleaseGPUGraphicsPipeline(device, model->pipeline); + SDL_ReleaseGPUBuffer(device, model->vertex_buffer); + ta_model_free(&model->mesh); + memset(model, 0, sizeof(*model)); +}
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